Method of altering the playing experience of a game and board games providing such an experience

ABSTRACT

A method of altering the playing experience of a board game and a board game providing such an experience are provided.

CROSS REFERENCE TO RELATED APPLICATION

This application is based upon and claim priority on U.S. ProvisionalApplication No. 60/577,222, filed on Jun. 4, 2004, the contents of whichare fully incorporated herein by reference.

BACKGROUND OF THE INVENTION

The present invention is directed to a method of altering the playingexperience of a board game and to board games providing such anexperience.

Board games, as for example Bagh Chal, chess and checkers are typicallyplayed on a two-dimensional surface. The experience provided by thesegames is typically the same every time they are being played. Thestrategy of these games is not affected by the shape or terrain of thegame board on which they are played.

SUMMARY OF THE INVENTION

A method of altering the playing experience of a board game is providedby altering the playing surface of the game to a three-dimensionalsurface. In an exemplary embodiment, the method includes changing thedistances between movements of game pieces. In another exemplaryembodiment, the method includes placing visual and/or physicalobstructions between the available movement of the game pieces. In yetanother exemplary embodiment, the game pieces are moved from onelocation to another, and the method further includes varying the heightlevel of each location.

In another exemplary embodiment a method is provided for altering theplaying experience of an existing board game. The method includeschanging the playing surface of the game from a flat surface to athree-dimensional surface. In another exemplary embodiment the methodincludes changing the distance between movements of the game pieces incomparison to the existing game. In another exemplary embodiment, themethod includes placing visual and/or obstructions between the availablemovement of the game pieces. In yet another exemplary embodiment, thegame pieces are moved from one location to another, and the methodfurther includes varying the height level of each location.

In yet a further exemplary embodiment, a game played on athree-dimensional surface is provided. The surface has various heightlevels to accommodate the game pieces. The game board provides locationson to which the game pieces are moved. In an exemplary embodiment, theselocations are at various height levels. Furthermore, in anotherexemplary embodiment, the distance between such locations is varied. Inyet a further exemplary embodiment, obstructions are provided betweensuch locations. Tunnels, trees, caves, bridges, structures, buildings,rocks, vertical props, debris and other features or combinations thereofmay be provided on the game board.

In a further exemplary embodiment, a method for altering the playingexperience of a board game is provided wherein the board game has aplaying surface having a first location, a second location, and a thirdlocation, wherein all three locations are on the same plane, whereinmovement paths are defined between any two of the location, wherein agame piece is moved between the locations along the movement paths,wherein the first location is spaced from the second location by a firstpredefined distance, wherein the second location is spaced from thethird location by a second predefined distance, wherein the firstlocation is spaced from the second location by a third distance, themethod including changing at least one of the distances. In anotherexemplary embodiment, the method includes changing another of thedistances. The method may also include changing all three distances. Inanother exemplary embodiment at least two of the locations are formed onthe same plane, and the method further includes moving at least one ofthe two locations at a location not in the same plane as the other ofthe two locations. In yet a further exemplary embodiment, two of thelocations are formed on the same plane, and the method further includesmoving at least one of the two locations at location not in the sameplane. In another exemplary embodiment all three locations are on thesame plane, and the method includes moving at least one of the locationsout of the plane. In an alternate exemplary embodiment, the methodfurther includes forming an object between two of the locations. Theobject may be formed along a movement path. In another alternateexemplary embodiment, the method includes altering the game boardplaying surface to be non-planar. In yet a further alternate exemplaryembodiment, the method further includes blocking a player's view of oneof the locations as viewed by the player from the player's playingposition.

In another exemplary embodiment, a method is provided for altering theplaying experience of a board game which has a playing surface having afirst location, a second location, and a third location, whereinmovement paths are defined between any two of the location, wherein agame piece is moved between the locations along the movement paths. Themethod includes blocking a player's view of one of the locations asviewed by the player from the player's playing position.

In yet another exemplary embodiment a board game is provided. The boardgame includes a game board playing surface including a first location, asecond location offset from the first location by a first distance, anda third location offset from the second location by a second distanceand offset from the first location by a third distance, wherein thethree distances are not equal to one another, wherein movement paths aredefined along any two of the locations and wherein the three locationsdo not lie on the same plane. The game also includes at least one gamepiece for movement along the movement paths between the locations. In anexemplary embodiment, the game includes an object extending from thegame board between any two of the locations. The object may be locatedalong a movement path. The object may also block a player's view of oneof the two of the locations as viewed by the player from the player'splaying position. In an exemplary embodiment the object may be selectedfrom the group of objects consisting trees, buildings, tunnels, towers,caves, rocks, bridges and combinations thereof. In another exemplaryembodiment, the playing surface forms a non-planar terrain and whereinthe locations are formed on the non-planar terrain. The terrain may bebased on a movie, television show, comics, books, and video games. Inyet a further exemplary embodiment, one of the locations blocks aplayer's view of another of the locations as viewed by the player fromthe player's playing position.

In a further exemplary embodiment, a board game is provided having gameboard having a playing surface including a first location, a secondlocation offset from the first location, and a third location offsetfrom the second location and from the first location, wherein movementpaths are defined along any two of the locations and wherein a player'sview of one of the locations as viewed by the player from the player'splaying position is blocked. The game also includes at least one gamepiece for movement along the movement paths between the locations. Inone exemplary embodiment, the player's view may be blocked by an object.In another exemplary embodiment, the player's view may be blocked by oneof the locations.

In any of the aforementioned method and board game embodiments, theboard game may be a game such as Bagh Chal, chess or checkers.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a grid pattern of a conventional Bagh Chal game board.

FIG. 2 is an exemplary embodiment game board of the present inventionhaving a stretched out grid pattern.

FIG. 3 is a top view of an exemplary embodiment game board with someexemplary embodiment game pieces of the present invention.

FIG. 4 is a top view of another exemplary embodiment game board withsome exemplary embodiment game pieces of the present invention.

FIG. 5 is a perspective view of the exemplary embodiment game board withgame pieces shown in FIG. 3, as viewed by a player from the player'splaying position.

FIG. 6 is a perspective view of the exemplary embodiment game board withgame pieces shown in FIG. 4, as viewed by a player from the player'splaying position.

FIG. 7 is a perspective view of two sets of exemplary embodiment gamepieces.

FIG. 8 is a partial top view of an exemplary embodiment game board ofthe present invention.

FIG. 9 is a top view of an exemplary embodiment game board of thepresent invention having a stretched out grid pattern and some exemplaryembodiment game pieces.

FIG. 10 is a perspective view of the exemplary embodiment game boardwith game pieces shown in FIG. 9.

FIG. 11 is a perspective view of an exemplary embodiment game boardafter being molded and with some trees mounted on the board.

FIG. 12 is a perspective view of the game board depicted in FIG. 11after being trimmed and painted to simulate a desired environment.

FIG. 13 is a perspective view of another exemplary embodiment game boardwith some exemplary embodiment game pieces of the present invention

DETAILED DESCRIPTION OF THE INVENTION

The present invention provides for a method of altering the playingexperience of a board game by altering the geometry of the game boardand a three-dimensional game board, i.e., a game board having athree-dimensional geometry. Although, the present invention can beachieved by varying various board games, for descriptive purposes thepresent invention will be described by altering a Bagh Chal game, whichis a game frequently played in Nepal. Bagh Chal is played as follows:

Player One has four game pieces. Player Two has twenty game pieces thatare different in shape or color than the Player One pieces. The playingsurface consists of a symmetrical grid 10 (referred to herein as the“Grid”) as shown in FIG. 1 (Image 2). The grid consists of twenty-fivelocations or points 12 with movement lines 14 that connect and intersectat each one of these twenty-five points. For convenience these pointsare referred to herein as “Intersections”. The game piece movement forPlayer One and Player Two is along these movement lines fromIntersection to Intersection.

The players take turns, moving or placing one Game Piece per turn.Player One's turn is always first and he places all four of his GamePieces on each corner 11 of the Grid. This sets up the game and beginsthe play pattern. Player Two moves second by placing one of his GamePieces onto any open Intersection.

The third move is by Player One and his Game Piece is moved over to anopen, adjacent Intersection along a movement line or it can jump anadjacent Game Piece of Player Two along a line. Subsequent turns aresimilar with each Player alternating turns. Player One's Game Piecesmove around the Grid as Player Two continues to place his twenty GamePieces on open Intersections one at a time.

During each move, each Player can only move to an open, adjacentIntersection, with the exception that Player One's Game Pieces can jumpover Player Two's Game Pieces, only if there is an open Intersectioninline beyond his opponent's Game Piece. This jumping move is similar tojumping opponents' game pieces in the game of Checkers.

As described, the game is typically broken down into two segments. Thefirst segment is the initial setting up of Player One's four GamePieces. During this segment, Player Two alternates turns with Player Oneand Player Two places a Game. Piece, one at a time, on any openIntersection during each one of his turns.

Player Two cannot move any of his Game Pieces once they have been placedon the board, until all of his twenty Game Pieces have been placed onIntersections of the Grid. As Player Two places his twenty Game Pieceson the Grid, his Game Pieces can be captured and removed from the Gridby Player One at any time.

The second segment of the game begins after Player Two has placed all ofhis twenty Game Pieces onto the game board. Once all of Player Two'sGame Pieces are on the Grid, he can now move one Game Piece on the Grid,per turn, along a segment of line, to an available and adjacentIntersection on the Grid.

Player Two cannot jump a Game Piece of Player One at any time. Moreover,Player Two's Game Pieces cannot jump over its own Game Pieces and canonly move to an open, adjacent Intersection. Player Two can surroundPlayer One's Game Pieces at any time of the game.

Player One can only jump over a single Game Piece of Player Two andcannot jump over multiple Game Pieces. Moreover, Player One can jump andcapture Player Two's Game Pieces at any time in the game. When a GamePiece is captured, it is removed off the Grid.

Player One (with the four Game Pieces) must jump (much like Checkers)and capture five of Player Two's Game Pieces in order to win. It ispossible for Player One to continue to jump and capture Player Two'sremaining Game Pieces left on the Grid, however, it is just a formalityand the game cannot be won if Player Two has lost five Game Pieces.

Player Two (with his sixteen to twenty Game Pieces remaining on theplaying surface) must strategically move his Game Pieces, so there areno remaining Intersections left open for any of Player One's Game Piecesto land on, thus, surrounding Player One's Game Pieces. If Player Twocan completely surround all four of Player One's Game Pieces, the gameis won by Player Two.

In one embodiment, as the game comes to a close, players cannot repeat aprior move and move back and forth along the same movement line as thiswould more than likely end the game in a stalemate and/or simply drawout the game. For Example, a player should not repeatedly move his gamepiece on successive moves back and forth between the same twoIntersections.

To change the effect of the game as well as to provide an illusion thatmay affect the game strategy, applicant has altered the playing Grid toa stretched out grid and/or to a grid formed on a three-dimensional,i.e., a non-planar, terrain. The grid formed on a three dimensionalterrain or a stretched out grid is referred to herein for convenience asthe “Terrain”.

In a first exemplary embodiment, the Terrain is formed by “stretching”the grid as shown in FIG. 2 (Image 3) forming an exemplary embodimentTerrain 20. The Intersections or locations, in an exemplary embodiment,may be better defined by “Markers”. The Markers are formed at theintersection of movement lines (or movement paths) 21. In anotherexemplary embodiment, the grid is stretched and altered such that it isno longer symmetric about a central axis, as for example, central axis24 shown in FIG. 2.

In the regular symmetric Grid there are five distinct Intersections,i.e., there are five Intersections each of which is defined by adistinct set of lines oriented at distinct angles around theIntersections. For example Intersections 15, 16, 17, 18, and 19 shown inFIG. 1, are the distinct Intersections of the Grid 10 shown in FIG. 1,i.e., every other Intersection on the Grid 10 is the same as one of thefive distinct Intersections. With the stretched out grid 20 shown inFIG. 2, there are ten distinct Markers. These are Markers 25, 26, 27,28, 29, 30, 31, 33, 35 and 37. With the aforementioned exemplaryembodiments, the visual geometry is completely distorted from that of asquare based grid. The stretched-out grid provides a much differenteffect. Some Markers 22 are now placed farther apart from other Markers,giving the feeling or illusion that such Markers are now more or lessvulnerable, or farther or closer away from being captured or surrounded(compare FIG. 1 to FIG. 2).

In another exemplary embodiment, a new level of strategic play patternand an unexpected new element of deception is created by placing theMarkers at different and varying elevations rather than simpleintersections on a flat playing board as for example shown in FIGS. 3-6(Images 6, 7, 9, and 10, respectively) forming a three-dimensionalterrain 23. In exemplary embodiments, the three-dimensional terrain maymaintain a square symmetrical grid or a stretched out grid. In a furtherexemplary embodiment, a stronger element of deception and illusion isprovided by elevating the Markers to various heights and integratingthem into an asymmetrical and multi-level uneven three-dimensionalsculpted terrain, as for example shown in FIGS. 3-6. Thethree-dimensional terrains may include other terrain features, i.e.,objects, incorporated between the Markers or above or below the Markers.For example, the terrain may include, among other things, tunnels (FIG.5), trees (FIG. 6), towers (FIG. 13), caves, bridges, structures,buildings, rocks, vertical props, debris and other objects orcombinations thereof. The three-dimensional terrains may be based onmovies, television shows, comics, books, video games or otherentertainments themes or environments. Similarly, the Game Pieces may becharacters of such movies, television shows, comics, books, video gamesor other entertainments themes or environments. It should be noted thatproper permissions and licenses may be needed before forming any gameboard or game piece based on copyrighted environments or characters,respectively. Two sets 40 and 50 or exemplary game pieces are shown inFIG. 7 (Image 1). Each set consists of the game pieces 42, 52 for PlayerOne and the game pieces 44, 54 for Player Two. Other exemplary gamepieces 62, 64 are shown in FIG. 13. The Markers 22 themselves may havevarious designs. For example, each Marker may have designs thatindicated the potential game piece movement paths from the Marker, asfor example shown in FIG. 8 (Image 4).

The effect of the three-dimensional terrain on a player may beascertained by looking at FIGS. 9 and 10 (Images 5 and 7) which shows apartial set of Game Pieces 42, 44 on a flat grid and comparing it withFIGS. 3-6 which show a partial set of Game Pieces 42, 44 on athree-dimensional terrain. FIGS. 3, 4 and 9 depict top views of threedifferent terrains, while FIGS. 5, 6 and 10, depict perspective viewscorresponding to the top views shown in FIGS. 3, 4 and 9, respectively.In each of FIGS. 3-6, 9 and 10, the Game Pieces are placed in theidentical locations, yet the locations and the potential movements forthe Game Pieces in FIGS. 3-6 on the three-dimensional terrain look a lotdifferent from those in FIGS. 9 and 10 on the flat terrain. Moreover,some of the Game Pieces are not visible in some views. For example, onFIGS. 5 and 6 only two of the three Game Pieces 44 are visible and onFIG. 5 one Game Piece 42 is only partially visible.

Another three-dimensional terrain 60 is shown in FIG. 13. It becomesapparent that in FIGS. 3-6, and 13, the three-dimensional terrains makeit considerably more difficult for a player to discern where the otherplayer's Game Pieces are and more importantly, which direction the linesconnecting Marker to Marker are going. This illusion creates a falseeffect and distraction as some of the connecting lines from Marker toMarker, are now vertical and/or on undulating surfaces, rather than on aflat plane and clearly visible.

The elevated Markers help provide a misconception and false sense ofsecurity. Some of the Markers placed at the highest elevations give theplayer a sense of power and protection, however some of these Markers atthe highest elevations may only have four directions in which to move,leading to the deception. For example, a player may think his/her GamePiece is out of harms-way, because it is obstructed by trees, mountainsor structures.

With the inventive Terrains, the location of a Game Piece will seem moreor less vulnerable depending on where it is placed on the Terrain, eventhough the grid in plan view may be straightforward. For example, someGame Pieces may be blocked completely from the opponent's view, allowingthe other player to capture or surround more Game Pieces. Trees,structures, tunnels, bridges buildings, rocks, vertical props and debrisas well as the varying distance between Markers all add to create aconfusing and distracting environment, altering the game play patternfrom a typical flat, non-sculpted playing surface or grid to a playingsurface that is multi-tiered and has multiple levels of deception. Forexample, the variable distance between one player's Game Piece andanother player's Game Piece, may provide the illusion that the gamepieces are spaced apart by more than one Marker.

The exemplary embodiment, three-dimensional game boards may be formed bymolding using well known techniques. For example, FIG. 11 depicts anexemplary embodiment game board after being removed from a mold andincorporating some trees. FIG. 12 depicts the game board shown in FIG.11 after it has been trimmed and painted.

As can be seen, the present invention provides a method for providing adistraction or illusion when playing a board game like Bagh Chal, chess,checkers, etc., which affects a player's thinking and strategy, as wellas game and/or game board providing such a distraction or illusion. Forexample an exemplary embodiment game board used for chess or checkersmay be formed such that a Marker is used for each chess or checkers gameboard square. Markers representing adjacent squares may beinterconnected by movement lines 21. By stretching out the chess orcheckers board so as to be non-symmetric along at least one axis and/orby forming such game board surface on a three-dimensional terrain withor without obstructions, and/or by using Markers interconnected bymovement lines instead of adjacent squares, a distraction or illusion iscreated effecting a player's thinking and strategy when playing suchgame.

1. A method for altering the playing experience of a board game, said board game having a playing surface having a first location, a second location, and a third location, wherein all three locations are located on the same plane, wherein movement paths are defined between any two of said location, wherein a game piece is moved between said locations along said movement paths, wherein the first location is spaced from the second location by a first predefined distance, wherein the second location is spaced from the third location by a second predefined distance, wherein the first location is spaced from the second location by a third distance, the method comprising changing at least one of said distances.
 2. The method as recited in claim 1 further comprising changing another of said distances.
 3. The method as recited in claim 1 further comprising changing all three distances.
 4. The method as recited in claim 1 wherein at least two of said locations are formed on the same plane, the method further comprises moving at least one of said two locations at a location not in the same plane as the other of said two locations.
 5. The method as recited in claim 1 wherein at least two of said locations are formed on the same plane, the method further comprises moving at least one of said two locations at location not in the same plane.
 6. The method as recited in claim 1 wherein all three locations are on the same plane, the method comprising moving at least one of said locations out of said plane.
 7. The method as recited in claim 1 further comprising forming an object between two of said locations.
 8. The method as recited in claim 7 wherein the object is placed along a movement path.
 9. The method as recited in claim 1 further comprising altering the game board playing surface to be non-planar.
 10. The method as recited in claim 1 further comprising blocking a player's view of one of said locations as viewed by the player from said player's playing position.
 11. The method as recited in claim 1 wherein the board game is selected from the group of board games consisting of Bagh Chal, chess and checkers.
 12. A method for altering the playing experience of a board game, said board game having a playing surface having a first location, a second location, and a third location, wherein movement paths are defined between any two of said location, wherein a game piece is moved between said locations along said movement paths, the method further comprising blocking a player's view of one of said locations as viewed by the player from said player's playing position.
 13. The method as recited in claim 12 wherein the board game is selected from the group of games consisting of Bagh Chal, chess and checkers.
 14. A board game comprising: a game board having a playing surface comprising, a first location, a second location offset from the first location by a first distance, and a third location offset from the second location by a second distance and offset from the first location by a third distance, wherein said three distances are not equal to one another, wherein movement paths are defined along any two of said locations and wherein said three locations do not lie on the same plane; and at least one game piece for movement along the movement paths between said locations.
 15. The board game a recited in claim 14 further comprising an object on said game board between any two of said locations.
 16. The board game as recited in claim 15 wherein the object is located along a movement path.
 17. The board game as recited in claim 15 wherein the object blocks a player's view of one of said two of said locations as viewed by the player from said player's playing position.
 18. The board game as recited in claim 15 wherein the object is selected from the group of objects consisting of trees, buildings, tunnels, towers, caves, rocks, bridges and combinations thereof.
 19. The board game as recited in claim 14 wherein the playing surface defines a non-planar terrain and wherein the locations are defined on the non-planar terrain.
 20. The board game as recited in claim 19 wherein the terrain is based on a movie, television show, comics, books, and video games.
 21. The board game as recited in claim 14 wherein one of said locations blocks a player's view of another of said locations as viewed by the player from said player's playing position.
 22. The board game as recited in claim 21 wherein the board game is selected from the group of games consisting of Bagh Chal, chess and checkers.
 23. A board game comprising: a game board having a playing surface comprising, a first location, a second location offset from the first location, and a third location offset from the second location and from the first location, wherein movement paths are defined along any two of said locations and wherein a player's view of one of said locations as viewed by the player from said player's playing position is blocked; and at least one game piece for movement along the movement paths between said locations.
 24. The board game as recited in claim 23 further comprising an object on the game board, wherein the object blocks said player's view of one of said locations.
 25. The board game as recited in claim 23 wherein said player's view of one of said locations is blocked by another one of said locations.
 26. The board game as recited in claim 23 wherein the board game is selected from the group of games consisting of Bagh Chal, chess and checkers. 